#version 330 core
layout (location = 0) in vec3 positon;
layout (location = 1) in vec2 texturePostion;

out vec2 TexturePostion;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    gl_Position =projection * view  * model * vec4(positon, 1.0);
    TexturePostion = vec2(texturePostion.x,1.0-texturePostion.y);
}